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Locations in front of you are connected to one another.Objective – If Anette Mason is defeated, advance.Objective – If there are no clues on the Witches’ Circle, advance.

If you advanced by defeating Anette Mason:“Stop!” the coven’s leader yells in a commanding voice, grimacing from the wounds you’ve inflicted. You’re not sure if she’s speaking to you or to the hooded women surrounding you, but regardless, there is a sudden stillness in the clearing around the circle.(->R1)If you advanced by discovering all of the clues in the Witches’ Circle:A loud crack echoes throughout the woods as you break the circle and reverse the witches’ spell. “No! They have broken the ritual!” one of the witches screams as the spell’s energy backfires. White-hot lightning strikes the center of the field, sending dirt and debris flying in every direction. You duck for cover.(->R2)

You come across a clearing where a ritual circle has been constructed. Several hooded figures stand around it in a trance, unaware of your presence. Overlooking the ritual is a powerfully built woman who brandishes a long wavy dagger as she sees you approach. “Leave this place at once!” she commands.

[Free] During your turn, remove Ace of Rods from the game: You may take an additional action this turn, during which you get +2 to each of your skills.[Reaction] When the game begins, if Ace of Rods is in your opening hand: Put it into play.

As an additional cost to play Act of Desperation, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area.Fight. You get +X [Combat] and deal +1 damage for this attack, where X is the chosen asset’s printed resource cost. If you succeed and that asset was in your play area, gain X resources.

[Skull]: –1 (–3 instead if your location is haunted).[Tablet]: –2. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location.[Elder Thing]: –2. If there is a Spectral enemy at your location, take 1 damage.

[Skull]: –2 (–4 instead if your location is haunted).[Tablet]: –3. If this is an attack or evasion attempt, resolve each haunted ability on your location.[Elder Thing]: –4. If there is a Spectral enemy at your location, take 1 damage and 1 horror.

Rita Young deck only.Fast. Play only during your turn.Ready and engage all enemies at your location. For the remainder of your turn, whenever you evade an enemy, instead of exhausting and disengaging from that enemy, you may deal it 1 damage. (All other effects of the successful evasion still apply.)

[Action] Discard cards from your hand with a total of at least 3 [Intellect] icons: Parley. The guest here knows more about the Lodge than they let on. Gain 2 clues (from the token pool). (Group limit once per game.)

An open glass door leads onto the balcony outside the estate’s master bedroom.

Revelation – Put Bedeviled into play in your threat area.You cannot trigger [Action] abilities on cards you control.[Action]: Test [Willpower] (3). If you succeed, discard Bedeviled. If there is an exhausted Witch enemy at your location, this test is automatically successful.

Revelation – Test [Willpower] (5). For each point you fail by, discard the top card of the encounter deck. If a Curse treachery is discarded by this effect, deal 1 direct damage to your investigator and to each of your Ally assets.

Surge.Revelation – If Piper of Azathoth is in play, deal 1 horror to each investigator at its location and each investigator at each connecting location. Otherwise, put Daemonic Piping into play next to the agenda deck.If there are 3 copies of Daemonic Piping in play, discard them and spawn the Piper of Azathoth engaged with its prey (from any out of play area).

Diana Stanley deck only.Fast. Play when an investigator at your location draws an encounter card or a weakness.Cancel all of that card’s effects and shuffle it back into its deck. (Do not draw a new card to replace it.)

Fast. Play only during your turn. Attach to an investigator at your location, under his or her control.[Reaction] When you are dealt damage and/or horror: Discard Delay the Inevitable and cancel all damage and/or horror just dealt.Forced – When the mythos phase ends: You must either spend 2 resources or discard Delay the Inevitable.

Fast. Play when an encounter card or enemy attack would cause you to do one of the following (choose one): Discard cards from hand, lose resources, lose actions, take damage, or take horror.You ignore that aspect of the effect. (Each other aspect resolves normally.)

Joe Diamond deck only. Uses (4 ammo).Up to 2 Tool assets you control do not take up hand slots.[Action] Spend 1 ammo: Fight. You get +1 [Combat] (Combat) and deal +1 damage for this attack. If this attack defeats an enemy, you may move an Insight event from your discard pile to the bottom of your hunch deck.

Revelation – Test [Willpower] (3). For each point you fail by, discard 1 random card from your hand. For each card you cannot discard, take 1 horror or 1 damage. This test gets +1 difficulty for each copy of Diabolic Voices in the encounter discard pile.

Fast. Play when you would resolve an effect on a [Mystic] card that triggers when a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed.Either cancel that effect, or resolve it an additional time.

[Action]: Resign. “I guess there is nothing to those disappearances after all.”

Clearly, whatever business Josef Meiger has his hands in, it’s doing well. A soft red carpet guides you deeper into the opulent hall, flanked by small statues of marble and ivory. Above, a glimmering chandelier casts a brilliant shine along the polished floor and wooden stairs.

The Entry Hall is blocked by a wall of spectral mist. You cannot enter the Entry Hall. Silver Twilight enemies cannot spawn in the Entry Hall.

[Action]: Resign. You tear through the front doors of the manor, escaping the spectral realm and leaving the remainder of the survivors to their fate.

A wall of dark mist blocks your escape, decaying everything it touches. Ghostly hands grasp at you from the mist, desperately trying to pull you in. You suspect that if you tried to cross through the mist, you wouldn’t emerge alive.

Forced – At the end of the round: Each Silver Twilight enemy in the Entry Hall escapes; place them beneath the Entry Hall, out of play. Move each ready Silver Twilight enemy with the aloof keyword once toward the Entry Hall.Objective – If each undefeated investigator has resigned, advance.

Coming to this place was a terrible mistake. You had hoped to uncover evidence pertaining to the disappearances at the estate, not become victims yourselves. As you tear through the entry hall and slam through the manor’s heavy front doors, you vow to put as much distance between you and the Meiger estate as you possibly can. Unfortunately, your plan is quickly derailed...(->R1)

Now that the mist has receded, you might be able to escape with your lives…but what about Josef Meiger and the other Lodge members left behind? Should you stay to make sure they escape, or flee while you have the chance?

Revelation – Put Evil Past into play in your threat area if there is no copy of it in your threat area (if there is, discard Evil Past and it gains surge instead).Forced – When the encounter deck runs out of cards: Take 2 horror and test [Willpower] (3). If you succeed, discard Evil Past.